the fuck kind of mod is that
Logic Agent wrote:
hey
[General][Predation]
- I'm being told that 03:30:799 and 05:13:779 are unsnapped so check your snapping. It's probably some weird ass 1/16h shit knowing you fix
- 01:17:779 (1) why is this spinner so fucking long i mean it's whatever but why are you like this fix
- did the corners of the screen offend you at some point yes
just as a like closing thought or whatever, something i didn't find or didn't find as much as i kinda thought i would is that sections with stuff like 04:15:785 (3,4,5,6,7,8) this, the second set of 3 wasn't more spaced out than the first... i'm probably explaining myself really badly but i think it'd be cool if the spacing kinda felt more like a spaced stream (maybe not this extreme) rather than a triple that just didn't happen to be stacked i see what you mean here but i also feel like that tends to be really weird difficulty-wise as this since is very lenient on cursor movement due to the higher circle size plus the more weidly-flowy patterning, having actual enforcement on a flowing arc (which a spaced set of 1/4 does, it forces the player to a much lower margin-of-error speed and movement) would feel out of place on this map, which has massive margins of movement error. 's a good idea but it's not quite what I'm going for so I'll pass on it.
- 00:34:080 (2,3,4,5) - on all 3 of these how come you're using different spacing coming off of the slider into the triple? fix
- 00:42:404 (2,3,4,5) - you did it here in this section as well, but only once.. it just seems random fix
- 00:49:947 (1,2,3) - can you make the visual spacing here look more like 00:53:241 (1,2)
- 00:57:403 (1,2,3) - you might actually shoot me for this but 00:57:490 (2,3) is slightly different than 00:56:103 (2,3) . I'm not gonna point out these unless I really think they need to be pointed out because I'm fairly sure you're doing it on purpose but this is just a "i see what you're doing there" bullet point I guess they're slightly different because when it's slightly off the player feels the unsettling nature of the music. Like, call it a meme reason but if things are slightly off it fits thematically.
- 01:28:791 (1) - shits starting to get weird I doubt i'll have much to say
- 01:55:756 (5,6) - hey look one of those things i said i wasn't going to point out. but tbh here you could space this out more to make it obvious you're not going for the same overlap as 01:55:496 (3,4)
- 01:57:577 (8,1) - do these shapes come to you in a dream and whisper in your ear
- 02:01:305 (3,4) - why make overlap smaller here? fix
- 04:08:935 (4,5) - ^ fix
- 04:20:033 (5) - it'd be cute if you ceneterd this between the slider head and tail mmm nah but made it cleaner
weird shit dude, but you already knew i liked it so
Low wrote:
req in irc
[General]
- tags fuck da po-po
- i tried to mod this with the default skin and the BG, but the combo colors and the sliderpath color mingling with the colors of the background made this VERY difficult to read to the point of frustration. in the end, i did this mod using my own skin and by dimming the background significantly. take what you will from this statement, but i think the map BG/combo color/sliderpath combination makes this nearly unplayable. (i know everyone uses their own skins and dims the BG anyway, but it's worth mentioning this since one should be modding a map with default skin). the sliderborder is very bright with the background but with a fully dimmed bg its the exact color i want. Due to inherent slider transparencies it's nearly impossible to get a color that works right with both a full bg and a dimmed one, and considering the focus involved to get this map right, a fully dimmed bg is gonna be far more prudent to focus on for color cohesion.
[Predation]
00:38:676 (3,4,5) - i know the rhythm at this part is different from the section around it, but this triplet stack being behind 00:38:242 (2) rather than near the sliderend like you were doing before was jarring to play. i suggest moving it near the sliderend, but farther away than the rest of the patterns similar to this to indicate the change in rhythm. example The entire point is that it's slightly jarring - it's a different pattern entirely. The fact that it's behind the slider means that the player instantly knows that something is up, and if it's past the slider the initial instinct is to continue the weirdo rhythm pattern that they were following before - the triplet here is "normal", and by being so it's actually hard to read if it isn't very clearly different.
00:49:166 (2,3,4) - this looks better without the starts of the objects overlapping. like this ok
01:33:299 (3,4,5,6) - this whole pattern looks really jumbled and threw me off as i was trying to play this. perhaps re-arrange it to look like this to make it easier to read and less cluttered changed but not that way
02:29:658 (2,3) - this almost entirely obscures the slider path of 02:29:831 (1) and made me completely misread this, thinking (1) was two separate sliders. please move these so they don't do this this is a rhythmic pattern that happens over and over, and by this time it's happened already. These kinds of issues are due more to the player trying to read the map rather than keep with the extremely repetitive, if weird, rhythm. Keeping with the rhythm means you'll never read this wrong.
02:54:369 (5,1) - this is really hard to read since it's covered by 02:53:762 (2)! shift it a bit to make it not totally overlap, or just rework this pattern entirely ok
from a purely artistic standpoint, this map is absolutely beautiful. however, from a playing perspective, this map is inconsistent at times with the flow. i assume this was your intent, but this makes the map really fun to play at some (most) points, and a total bitch at others. once you get past the complicated rhythms, this map is generally fun to play with a few lapses (the inconsistency i mentioned). what you were consistent in, however, was the way you mapped the rhythms. this map is very structurally sound in terms of being mapped to the music, and this makes an all too tricky rhythm less of a hassle to get through.
I feel like the major weird inconsistencies you feel are due to the patterns simply being structured in ways you're not used to seeing, if ever - the structures all make sense and are all made to maintain the same, or similar, kinds of flow, but some of them contain weird overlaps or slight changes in the jerking of the cursor. This is fine, if not outright important, as there's no real point to this map if it doesn't give the player the feeling of something being really weird or off about it, but being able to FC it anyway. That's what I try to do as a mapper - I want to bring the players feeling, sensations, and move them as people, like the music does, not simply bring a gameplay challenge.
overall, i really like what you've done here! i've never seen a map like this ever, so kudos to you for making me say this since very few maps have ever evoked that response from me. it'll be interesting to see how the community responds to this map. good luck, and a star for creativity thank you
thxSmoothie World wrote:
[General][Predation]
- HP 4 seems kinda low for this but up to you I suppose.
- A LOT of this map is kiai and it loses its impact when it's used so often. Consider using it more sparingly. shit son i know but at the same time its like, there's only 3 seperate parts of the song: the chorus, the dank chorus, and the weirdo bits. it'd be weird to only kiai the second half of the choruses, but... whatever
- UNSNAPPED OBJECTS: 03:43:703 (1) and 04:51:940 (1) ya
- 00:44:571 (3) - NC since this is a new measure and a totally different style. yah
- 01:16:717 - Any reason for reducing the break to here? You didn't do it in the part after. weird ass bug shits
- 01:44:051 (1,2) - This spacing looks really similar to 01:44:658 (5,1) even though they have different beat snapping divisors. Really easy to misread and I suggest having at least a slight difference in spacing. yah
- 01:48:820 (4) - I don't think I support this slider shape to represent this sound since it's not very intricate or intense, and you use it later on multiple times for the "WEEERGGHSH" sound thing which is much more interesting. changed up a bit
- 02:04:513 (1,2) - These two should just be mirror images of each other. If I had to choose one, I'd choose to replicate the first one since it doesn't look as unpolished. this had to be some weird ctrl+g bug, fixed
- 03:39:195 - I feel the impact sound as well as the change in pitch in the bass deserves to be represented with a circle on this tick. sure let's give it a shot
- 03:50:900 (5,1) - Not saying you need to change this but why do you have a random jump in the stream here? I can't find anything in the song to support this. This is a weird one. The jump isn't all that hard or strenuous, but i wanted to more cleraly emphasize that the stream ends on a bluetick slider, after starting on a white tick, this is really weird for alternators and it being more visually apparent was the difference between random, unfair breaks and more clearly knowing which finger you're supposed to start on. rant over i guess?
- 04:31:219 (6,1) - Stack pls im triggered lol yah
Moonlit Bliss wrote:
Because apparently modhelp is modreqs now
Most of your mod seems to involve following the raw data points of the music over the rhythms I have chosen to use to provide an experience for the player that isn't necessarily about transcribing the music directly from sound to map. This means that many parts are undermapped to more heavily focus on the wubs and distortions above following the drum or bass melodies. I'm going to avoid explaining too much in regards to this choice, since I did so here.
You might want to increase the volume of your snare hitsound or use a different one that stands out more. its actually quite hard to notice the difference when its gone.
00:43:617 (1,2) - rhythm feels off probably due to being over simplified, especially between two not particularly simple sections. I would follow a rhythm like this: perhaps with SV increases for those sliders. Given that the slider is over the steadily louder growl, adding a bunch of notes here is silly. It doesn't matter that the extremely background rhythm is ignored, as this is an introductory slider to the second half of the weirdo area.
00:49:687 (4) - This is the same sound as the slider immediately before it. I think replacing it with a 1/2 slider would give the pattern more impact and allow the jump to the next combo be more noticeable. This is a mirrored pattern to 00:32:432 (1,2,3,4,5) - , where the 3/4 really heavily follows the wub. The sliders here aren't following the snares, they're following the background distortions. Snares would normally be clicks to begin with, so I feel that leaving it as a circle is perfectly fine, and two circles will always cause the player to feel as if they've moved more than a slider, so "having a slider to make the jump more noticeable" is an oxymoron in most cases.
00:55:149 (5) - Similar to my first point, although here you are ignoring the snare that you have been following for the rest of the intro up until this point. I know a rhythm like this: may be simpler than what you are perhaps going for, but I think it would represent the song better. Again, these sections are intentionally very simplified and focus heavily on the awkward snapping and placement. This is purely to get the player into the "weirdo" feel for the map. Following the exact beats would be overly complex and demanding on the player.
I think you could add a circle here: 00:55:669 (7) - too ^
01:26:103 (1) - Maybe this spinner should go to the whole or half beat before the drop. It ends in a kinda arbitrary position considering the riser like effects in the song actually get more intense after your spinner stops. Also maybe have three notes before the spinner ( 01:26:016 (1,2,3) - ) instead of the one if you are worried about the spinner being too long. The significant thing that happens at the end of the spinner is that the main growl builds up from that point before bursting into the kiai. This pause lets the tension build up for the player because they're literally waiting for it to drop in.
01:30:178 (1) - I don't agree with using sliders on the downbeat. In the song the only thing that happens here is the kick. I know there is the sweep of noise into the next beat, but it feels very strange to be sliding over silence so frequently. I have to say simply using circles in these instances would be better for creating a more powerful feel to the kick. The times where you did this ( 01:32:952 (1) - for example) with a stack felt great. Perhaps it will be worth the remapping effort for you but I can understand if you wont change it. I don't know how you don't hear the little bump noise here, but that's what these sliders are mapped to and they occur every measure and it's extremely reliable for the player to keep rhythms going. This also lets those circle-only times where the rhythm bumps another little wub on the red tick after it be very powerfully emphasized. The entire map is designed around these polarized choices and remains perfectly consistent with them, so they work fine for emphasis.
01:39:195 (1) - This is again oversimplified. I would use two 3/4 sliders in these instances. See my starter explanation. The map specifically simplifies certain areas to provide heavy emphasis on the wubs rather than simply transcribing the drum/bass/snare rhythm.
02:52:028 (1) - Maybe Ctrl-G; 02:51:247 (3,4,1,2,1) - angle created by this is slightly awkward This makes 02:52:028 (1,2) - exceptionally awkward, and most of the time the 02:51:854 (2,3,1) - beat usually has the stacked notes hitch in angle to the start of the next slider anyway. This particular bit isn't any more or less awkward than the rest.
03:30:872 (1,2,3,4,5,6) - This part is following the additional basses that add energy to this buildup, as well as incorporating the rhythms from the first buildup. But then you ignore the additional basses at 03:33:646 (4,5,6) , 03:36:594 (5,6) - etc. I think it makes sense in many ways to add these in throughout the second build The entire point of ignoring them is that the section is entirely analogous to the first one - it's a very similar buildup with very significant different transitional areas. By making the very similar areas pretty much identical, there's more focus on the player for the clearly different sections..
I think that even if you decide not to enact my earlier point about sliders like this: 04:37:461 (1) - on only kicks, having only a circle for these transitions could help players identify that the rhythm is about to change. don't really agree here. The rhythm choices are extremely consistent and serve their purpose.
01:50:207 (4) - I changed this slider a bit to make it more circular: the spiral isn't really necessary, but I cleaned it up a bit.
Karen wrote:
blanket mod as your request
soft-hitfinish3 has a super huge delay this is a buildup sound i think it's okay? It's not a delayed start its just a slight buildup. it's only used over slider holds as a psuedo-sliderslide that isn't a sliderslide
Predationok this is what i want in ranked section, call me back
- 00:08:155 (2,3) - why not lower the volume like 00:06:594 (2,3) - done
- 02:12:403 (5,1,1,2,3,4) - they feel weird to play, i expected a large spacing 02:12:490 (1,1) - here but you put it perfectly under a slider, it's not good for both playing and reading. usually people make a jump after a long slider because players have much enough time to react agree, moved
- 02:19:513 (4,1) - this is a blanket mod well wasnt really intended to blanket but made to blanket
- 03:00:525 - silence it? yah
- 03:01:739 (1) - why not mute the slide sound, it's so annoying in slow parts because doing so makes it weird for this slider only though i made the sliderslide 5% instead of the full 20%, there are no other long sliders except for 03:13:097 (1) - and the sliderslide there kind of fits the noise
- 03:41:622 (4) - pretty sad that you choose to ignore these 1/4 sound like explained earlier to other people, i wanted the soft super weird wub bits to be very "easy" compared to the choruses, focusing on the weirder rhythm
- 03:51:421 (3,4,5,1) - why does the spacing suddenly get increased? it sounds not that different from 03:50:727 (3,4,5) - this made shorter, it ws kind of over kill ya
- 03:52:028 - i suggest to make the slider here instead, and the hitsound on the head doesn't fit in my opinion The sound of the buildup comes from the sharp curve, it'd be too many clicks to have the player click 03:51:681 - and then 03:52:028 - . I removed the hitsound though, you're right it doesnt make sense
- 04:07:548 (3) - idk it's on purpose or not but it's inconsistent with the first kiai 01:43:270 (5) - it's wiggly and curvy and twitchy that's consistent enough :3
- 04:36:768 (1,1) - same with 02:12:403 (5,1,1,2,3,4) -
- 04:37:374 (4,1) - this is overdone, i don't think players can read this in the first try you're right, did what i did before with the jumpy stuff, moved
- 05:21:854 - how about placing a slider here i like how it ends on a blue tick with the strong beat, i feel like a slider for the woosh noise would make it too busy
- 00:10:814 (2,3) - sometimes you should really pay attention to details like this, this is the difference of a good map and a perfect map. there're many detail problems in your map :c idk whats wrong with it ;___;
Okorin wrote:
01:01:045 - kinda would prefer clicking this ¯\_(ツ)_/¯
01:32:952 (1) - and 02:06:247 (1) - are the only time where a custom stack means 1/2 in the map, the other cases are all unstacke, i think readability would benefit greatly if these wouldn't look like they're 1/4, would also make the entire map less uncertain i guess ok fine
03:55:843 (1) - ehh, not a fan of sudden hold slider, like everything else requires more or less constant movement so this one comes and catches one quite off-guard ¯\_(ツ)_/¯ there goes that pretty slider
04:21:854 (8) - 04:24:629 (4) - should be same length i think ok fine
will triple check the funny snapping bit of the map later ok fine
bg could use less compression artifacts i guess ok fine
Okorin wrote:
urrgh
03:36:074 (3) - should just be 3/4 oops
03:11:666 (1) - should start in 03:11:681 - i guess, feerum had http://puu.sh/sFzDD/e369eee54a.jpg to describe it hmmm k
03:14:571 (3) - should be on 03:14:528 - just if possible gameplay wise (ehh that's the pattern that felt off) already explained to feerum why it's not possible in std, when you set up a 1/1 line and then go off it it just causes confusion even if it's perfectly accurate, there are very few cases where i'm in the "make it better to play" camp and this case is one of them
00:17:692 (1) - should be later by 1/16 (lol.) whatever
00:14:007 (3) - would probably be better on 00:14:022 - whatever
03:15:785 (1) - should be closest on 03:15:807 - whatever
00:16:977 (3) - closest possible things would be on 00:16:977 - 00:17:150 - whatever
i think that's all we came up with when doublechecking this together o/
starting over at 1 after these have been sorted out
Wasting time is fun what are you talking about lolShiirn wrote:
I've been a massively vocal supporter of nanomortis and even act to prevent the usage of her backgrounds in unfitting music.
I haven't linked back because by this point nanomortis has become exceedingly obvious and thematic, to the point where her art style is synonymous with the wubby distortion music her backgrounds appear on.
as such why are you wasting your time here :s